This commit is contained in:
2021-06-13 10:28:03 +02:00
parent eb70603c85
commit df2d24cbd3
7487 changed files with 943244 additions and 0 deletions

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Shader "Hidden/BlitNoAlpha"
{
Properties
{
_MainTex ("Texture", any) = "" {}
}
SubShader {
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
uniform float4 _MainTex_ST;
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert (appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord.xy, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
return half4(UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.texcoord).xyz, 1.0);
}
ENDCG
}
}
Fallback Off
}

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Shader "Hidden/Checkerboard"
{
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
static const float rows = 24;
static const float columns = 24;
float4 frag(v2f_img i) : SV_Target
{
float3 col1 = float3(32.0/255.0, 32.0/255.0, 32.0/255.0);
float3 col2 = float3(42.0/255.0, 42.0/255.0, 42.0/255.0);
if (!IsGammaSpace()) {
col1 = GammaToLinearSpace(col1);
col2 = GammaToLinearSpace(col2);
}
float total = floor(i.uv.x * rows) + floor(i.uv.y * columns);
return float4(lerp(col1, col2, step(fmod(total, 2.0), 0.5)), 1.0);
}
ENDCG
}
}
}

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Shader "Hidden/Shader Graph/FallbackError"
{
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile _ UNITY_SINGLE_PASS_STEREO STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert (appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return fixed4(1,0,1,1);
}
ENDCG
}
}
Fallback Off
}